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imasyun7

PROFILE

Imasyun7

Over a two-month period, Syunsuke Miyoshi developed and integrated a comprehensive animation and combat system for the MiyoshiTaishou/MS2024 repository, focusing on new playable characters and enhanced gameplay clarity. Using Unity and C#, Syunsuke overhauled player and boss animations, established a scalable animation data pipeline, and reorganized asset structures to streamline future content integration. The work included fine-tuning camera presentation, refining hitboxes, and balancing combat mechanics to reduce player friction. Additionally, Syunsuke delivered new UI flows for tutorials and game over states, leveraging UI/UX design principles to improve onboarding and overall playability, demonstrating depth in both technical execution and design.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

47Total
Bugs
0
Commits
47
Features
12
Lines of code
39,143
Activity Months2

Work History

December 2024

29 Commits • 9 Features

Dec 1, 2024

December 2024 monthly summary for MiyoshiTaishou/MS2024: Focused delivery of animation assets, combat tuning, and UI improvements with clear business value. Enhanced animation fidelity for key characters, streamlined onboarding, and reinforced gameplay balance. Demonstrated strong asset pipelines, data-driven tuning, and UI/UX execution that reduces player friction and accelerates time-to-value for new players.

November 2024

18 Commits • 3 Features

Nov 1, 2024

November 2024 performance highlights for MiyoshiTaishou/MS2024: - Delivered a major player animation overhaul centered on the new Tanuki (Kitsune) character, including idle, movement, attack chains, parry, counter, jump, and damage states, plus a consolidated animation data pipeline and asset organization to simplify future content integration. - Reworked boss animations and behavior tuning, reorganized enemy animation assets, and established a new data foundation for Boss 2 animations, improving encounter clarity and responsiveness. - Fine-tuned camera presentation and zoom to enhance field of view and overall feel during combat and exploration. - Implemented critical play quality fixes through hitbox adjustments, knockback tuning, and attack timing refinements, reducing friction during engagements. - Established a scalable animation data foundation and asset organization that reduces integration time for future features and simplifies cross-character and cross-entity animation work.

Activity

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Quality Metrics

Correctness85.6%
Maintainability86.0%
Architecture78.8%
Performance79.2%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#UnityUnity AssetUnity Asset FilesUnity PrefabUnity SceneUnity YAMLYAML

Technical Skills

AnimationAnimation IntegrationAnimation ManagementAsset CreationAsset IntegrationAsset ManagementAsset OrganizationBoss DesignC#Character ArtCombat System AdjustmentFile OrganizationGame BalancingGame DevelopmentSprite Animation

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

MiyoshiTaishou/MS2024

Nov 2024 Dec 2024
2 Months active

Languages Used

C#UnityUnity AssetUnity Asset FilesUnity PrefabUnity YAMLYAMLUnity Scene

Technical Skills

AnimationAnimation IntegrationAnimation ManagementAsset CreationAsset IntegrationAsset Management

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